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And although that may be time consuming, often it is far better and quicker using that systematic approach than trying to guess willy-nilly which mod it is (unless one of us happens to spot a mod we know is a problem when you post a load order). The way to test is to start off with a vanilla save (or a save that only has the mods you absolutely know are safe) - one made where the CTDs occur so it is easy to test - and then add in groups of mods till you find the one causing the crash - making a manual save each time so you can roll back when the CTD occurs and zero in on the specific mod. You then can use the console command to spawn npcs for testing, I usually just make a. To find the Base ID of an NPC, type in "help 4." If the NPC's name contains a space, it must be placed between quotes. NOTE: on spawing npc(s) don't use something like a dragon, use harmless towns people or something to see how they navigate around the meshes If they get stuck or go way off path, you've most likely have issues that will need to be fixed in the CK."Īnother mod that messes with NavMeshes is JK's Skyrim, since you have 400+ mods, which is way too many, I don't see how you don't have a 99% chance of CTD, Ha ha. You'll quickly know if these Navmesh edits conflict because of how the NPCs navigate the area. You could create a patch with the Navmeshes forwarded from CRF and test it in-game by spawning some NPCs in the areas where bridges are added. "Navmesh conflicts, as far as I know, have to be resolved in the CK.
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where CK stands for Creation Kit, CRF stands for Cutting Room Floor
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they are.usually around a bridge for some reason. Probably a Navmesh (navigational mesh) issue, some mod has modified with the area around Rorikstead.